/*
 * This file is part of the OregonCore Project. See AUTHORS file for Copyright information
 *
 * This program is free software; you can redistribute it and/or modify it
 * under the terms of the GNU General Public License as published by the
 * Free Software Foundation; either version 2 of the License, or (at your
 * option) any later version.
 *
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
 * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
 * more details.
 *
 * You should have received a copy of the GNU General Public License along
 * with this program. If not, see <http://www.gnu.org/licenses/>.
 */

#include <stdlib.h>
#include <functional>
#include "ItemEnchantmentMgr.h"
#include "Database/DatabaseEnv.h"
#include "Log.h"
#include "ObjectMgr.h"
#include <list>
#include <vector>
#include "Utilities/Util.h"

struct EnchStoreItem
{
    uint32  ench;
    float   chance;

    EnchStoreItem()
        : ench(0), chance(0) {}

    EnchStoreItem(uint32 _ench, float _chance)
        : ench(_ench), chance(_chance) {}
};

typedef std::vector<EnchStoreItem> EnchStoreList;
typedef UNORDERED_MAP<uint32, EnchStoreList> EnchantmentStore;

static EnchantmentStore RandomItemEnch;

void LoadRandomEnchantmentsTable()
{
    RandomItemEnch.clear();                                 // for reload case

    EnchantmentStore::iterator tab;
    uint32 entry, ench;
    float chance;
    uint32 count = 0;

    QueryResult_AutoPtr result = WorldDatabase.Query("SELECT entry, ench, chance FROM item_enchantment_template");

    if (result)
    {

        do
        {
            Field* fields = result->Fetch();

            entry = fields[0].GetUInt32();
            ench = fields[1].GetUInt32();
            chance = fields[2].GetFloat();

            if (chance > 0.000001f && chance <= 100.0f)
                RandomItemEnch[entry].push_back(EnchStoreItem(ench, chance));

            ++count;
        }
        while (result->NextRow());

        sLog.outString(">> Loaded %u Item Enchantment definitions", count);
    }
    else
        sLog.outErrorDb(">> Loaded 0 Item Enchantment definitions. DB table item_enchantment_template is empty.");
}

uint32 GetItemEnchantMod(uint32 entry)
{
    if (!entry) return 0;

    EnchantmentStore::iterator tab = RandomItemEnch.find(entry);

    if (tab == RandomItemEnch.end())
    {
        sLog.outErrorDb("Item RandomProperty / RandomSuffix id #%u used in item_template but it doesn't have records in item_enchantment_template table.", entry);
        return 0;
    }

    double dRoll = rand_chance();
    float fCount = 0;

    for (EnchStoreList::iterator ench_iter = tab->second.begin(); ench_iter != tab->second.end(); ++ench_iter)
    {
        fCount += ench_iter->chance;

        if (fCount > dRoll) return ench_iter->ench;
    }

    //we could get here only if sum of all enchantment chances is lower than 100%
    dRoll =  (irand(0, (int)floor(fCount * 100) + 1)) / 100;
    fCount = 0;

    for (EnchStoreList::iterator ench_iter = tab->second.begin(); ench_iter != tab->second.end(); ++ench_iter)
    {
        fCount += ench_iter->chance;

        if (fCount > dRoll) return ench_iter->ench;
    }

    return 0;
}

uint32 GenerateEnchSuffixFactor(uint32 item_id)
{
    ItemTemplate const* itemProto = sObjectMgr.GetItemTemplate(item_id);

    if (!itemProto)
        return 0;
    if (!itemProto->RandomSuffix)
        return 0;

    RandomPropertiesPointsEntry const* randomProperty = sRandomPropertiesPointsStore.LookupEntry(itemProto->ItemLevel);
    if (!randomProperty)
        return 0;

    uint32 suffixFactor;
    switch (itemProto->InventoryType)
    {
    // Items of that type don`t have points
    case INVTYPE_NON_EQUIP:
    case INVTYPE_BAG:
    case INVTYPE_TABARD:
    case INVTYPE_AMMO:
    case INVTYPE_QUIVER:
    case INVTYPE_RELIC:
        return 0;
    // Select point coefficient
    case INVTYPE_HEAD:
    case INVTYPE_BODY:
    case INVTYPE_CHEST:
    case INVTYPE_LEGS:
    case INVTYPE_2HWEAPON:
    case INVTYPE_ROBE:
        suffixFactor = 0;
        break;
    case INVTYPE_SHOULDERS:
    case INVTYPE_WAIST:
    case INVTYPE_FEET:
    case INVTYPE_HANDS:
    case INVTYPE_TRINKET:
        suffixFactor = 1;
        break;
    case INVTYPE_NECK:
    case INVTYPE_WRISTS:
    case INVTYPE_FINGER:
    case INVTYPE_SHIELD:
    case INVTYPE_CLOAK:
    case INVTYPE_HOLDABLE:
        suffixFactor = 2;
        break;
    case INVTYPE_WEAPON:
    case INVTYPE_WEAPONMAINHAND:
    case INVTYPE_WEAPONOFFHAND:
        suffixFactor = 3;
        break;
    case INVTYPE_RANGED:
    case INVTYPE_THROWN:
    case INVTYPE_RANGEDRIGHT:
        suffixFactor = 4;
        break;
    default:
        return 0;
    }
    // Select rare/epic modifier
    switch (itemProto->Quality)
    {
    case ITEM_QUALITY_UNCOMMON:
        return randomProperty->UncommonPropertiesPoints[suffixFactor];
    case ITEM_QUALITY_RARE:
        return randomProperty->RarePropertiesPoints[suffixFactor];
    case ITEM_QUALITY_EPIC:
        return randomProperty->EpicPropertiesPoints[suffixFactor];
    case ITEM_QUALITY_LEGENDARY:
    case ITEM_QUALITY_ARTIFACT:
        return 0;                                       // not have random properties
    default:
        break;
    }
    return 0;
}

